Strudeler’s Civilizations: Mughalan (The Mughals)
Play as a the Mughal Emperors, Ackbar the Great and Aurangzeb; in Sid Meier’s Civilization VI.
The Mughals descend from the long lineage of Turko-Mongols (the term Mughal is derived from Mongol) that razed the Great Steppe since the time of Genghis. The Amir Babur was driven from his homeland into the Timurid stronghold of Kabul and Ghazni by vicious Uzbek rivals. From his base in Afghanistan, Babur would continue his ancestral legacy of despoiling India, only this time, his descendants would inherit Hindustan and the old city of Delhi, the Pearl of the Islamic Indo-Gangetic Plain. After Babur would be a line of incredible Padishahs, including the heroic Humayun, Akbar the Great, Jahangir the restorer of the ulema, Shah Jahan the patron of architecture, and Aurangzeb the Conqueror of the World. The Mughals would reach their twilight under Aurangzeb, but his rapacious armies would inspire revolt in the Indians, leaving the subcontinent in ruin and fought over by Sikhs, Marathas, and the British generations later.
Part of the Beyond the Indus Expansion
FEATURES
- Requires: RISE AND FALL and GATHERING STORM
LEADER: AKBAR THE GREAT (Mughalan and India)
- Trait – Tawhīd-i-Ilāhī: Gain +3 Great Prophet and Great Writer points per turn per era after the Ancient era. +1 Food, Science, Production, Gold, and Faith in Great Works of Art, doubled if it is a Great Work of Writing. +1 Loyalty in all cities while at war and +2 Loyalty in cities that have a Theater Square.
- Agenda – Mansabdar Reforms: Likes civilizations that have both a strong military and strong Faith or Culture outputs. Dislikes civilizations that are strong in military but weak in Faith or Culture.
LEADER: AURANGZEB (Mughalan and India)
- Trait – Fatawa ‘Alamgiri: Launching an Inquisition costs 1 Apostle Charge. 15% Discount to purchase Inquisitors. Inquisitors eliminate 100% of the presence of an enemy religion in a city. Units adjacent to an Inquisitor gain +5 Combat Strength or Religious Strength. Unit maintenance is lowered by 1 Gold, tripled while at war. War exhaustion is lowered by 50% with the Gunpowder technology.
- Agenda – Bahadur: Aggressive. Likes civilizations that follow his religion. Dislikes civilizations that do not follow his religion.
CIVILIZATION: MUGHALAN
- Trait – Mughal Gunpowder Empire: Begin with all Eurekas for the Renaissance era. Units that defeat an enemy unit grant +1 Great People points, tripled with the Gunpowder technology.
- Spawn Bias – None.
CIVILIZATION UNIT: ELEPHANT SEPOY
- Mughal unique Renaissance era Land Melee class unit that replaces the Musketman. Has 1 Range and can melee attack. +10 Combat Strength against districts.
CIVILIZATION IMPROVEMENT: QILA
- Unlocks the builder ability to construct a Qila, unique to Mughalan. Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification. +1 Science and Culture, increasing to +3 Science and Culture with the Gunpowder technology. Gain Faith equal to Appeal. Additional Tourism equal to Faith after researching Colonialism. Must be built on Hills. A city can only have one Qila. Qila tiles cannot be swapped.
Tags: Civilization, Mughalan, Mughals, Asia, South Asia, Southeast Asia, India, Iran, Persia, Afghanistan, Khorasan, Makran, Sistan, Balochistan, Pakistan, Sindh, Hindustan, Delhi, Leader, Abu’l-Fath Jalal-ud-din Muhammad Akbar the Great, Ackbar, Muhi al-Din Muhammad Aurangzeb Alamgir, Timurid, Babur, Turks, Mongols, Turko-Mongols, Persian, Safavid, Punjabi, Kashmiri, Pashtun, Afghan, Indian, Indo-Aryan, Dravidian, Baloch, Uzbek, Tatars, Tartars, Turan, Unit, Elephant Sepoy, Renaissance, Improvement, Qila, Religion, Islam, Sunni, Tawhid, Tawhid-i-Ilaha, Hanafi, War, Science, Tourism, Culture, Religious Victory, Science Victory, Culture Victory, Domination Victory, Strudeler, Tart Society
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Gathering Storm